glsl: Conditionally add GL_ARB_sparse_texture2
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		| @@ -294,8 +294,6 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile | ||||
| } | ||||
|  | ||||
| void EmitContext::SetupExtensions(std::string&) { | ||||
|     // TODO: track this usage | ||||
|     header += "#extension GL_ARB_sparse_texture2 : enable\n"; | ||||
|     if (profile.support_gl_texture_shadow_lod) { | ||||
|         header += "#extension GL_EXT_texture_shadow_lod : enable\n"; | ||||
|     } | ||||
| @@ -331,6 +329,9 @@ void EmitContext::SetupExtensions(std::string&) { | ||||
|         stage != Stage::Geometry) { | ||||
|         header += "#extension GL_ARB_shader_viewport_layer_array : enable\n"; | ||||
|     } | ||||
|     if (info.uses_sparse_residency) { | ||||
|         header += "#extension GL_ARB_sparse_texture2 : enable\n"; | ||||
|     } | ||||
|     if (UsesTyplessImage(info)) { | ||||
|         header += "#extension GL_EXT_shader_image_load_formatted : enable\n"; | ||||
|     } | ||||
|   | ||||
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